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Getting started

From the MapleStory Classic Wiki, mirrored inside MPStorys

Getting started is a first-steps walkthrough for MapleStory Classic World. It follows a brand new character from the tutorial island through the first job advancement and into the mainland, pointing at the deeper articles at each step. If you are returning after years away from the original MapleStory, jump to Coming from the original MapleStory. For how the wiki itself is organized, see About MapleClassic Wiki.

The four playable classes: Warrior, Magician, Bowman and Thief

What the game looks like at launch

Every character starts as a Beginner on Maple Island and picks one of four classes at level 10. The world you can reach at Grand Launch is two continents deep: Maple Island for the first ten levels, then Victoria Island, whose towns, forests, dungeons and swamps carry a character from level 10 through the fifties. Along the way there are six crafting professions open to everyone, a second job advancement at level 30, and a player-run economy centred on the Free Market.

Note: Ossyria (covering Orbis and El Nath) and the 3rd job advancement were playable in the second Closed Online Test, but Nexon has confirmed they are not part of the game at Grand Launch. They will be reworked and introduced gradually afterwards. See What comes after launch.

The game world is Windia. Its channels divide the world into parallel map instances.

Levels 1 to 10: Maple Island

World map of Maple Island

Maple Island is a small, deliberately gentle island set apart from the rest of the world, and every character begins there. Twenty-five maps cover it, and nothing on it can seriously hurt you. Its job is to carry you from level 1 to about level 10 while you learn to move, attack, pick up drops, and talk to NPCs.

Three settlements sit on the island. Southperry is where you arrive and where the boat to the mainland leaves from. Amherst and Mushroom Town sit inland, each with a shop or two. The rest of the island is fields and light forest.

The monsters you will meet

Six creatures live on Maple Island, and they are ordered so that each is a small step up from the last. The first is a training dummy that cannot fight back at all. After that, snails barely move and hit for almost nothing, and mushrooms move and hit back a little.

Monster Level HP EXP Where
  Tutorial Jr. Sentinel 1 30 1 East Entrance to Mushroom Town
  Snail 1 45 2 Everywhere on the island
  Blue Snail 2 51 4 Everywhere on the island
  Shroom 3 62 6 Mushroom Garden
  Red Snail 4 68 8 The snail hunting grounds
  Orange Mushroom 8 142 15 Mushroom Garden
Tip: Snail shells dropped by Snail and Blue Snail are the ammunition for Three Snails, which is the only way a Beginner can hit something out of reach. Pick them up.

Leaving the island

Around level 10, go to Southperry and talk to Shanks, the boat captain at the dock. His boat sails to Lith Harbor on Victoria Island and costs 300 mesos one way. That is the only route off the island, and there is no way to skip Maple Island: every character starts there and leaves the same way.

The port town of Southperry on Maple Island
Southperry, where the boat to Victoria Island leaves.

Reading your character

Three bars sit at the bottom of the screen. HP is how much damage you can take before dying, MP pays for skills, and the experience bar fills as you kill monsters and finish quests.

The HP bar The MP bar The experience bar

Dying costs up to 10% of the experience bar towards your current level. It never costs a level and nothing in your inventory is lost. Fall damage scales with the distance fallen; the damage cap and distance thresholds remain unconfirmed. See Death for the full picture.

The four stats

Every level gives you 5 ability points to spend across four stats. Points already spent cannot be moved without a reset item, and each class leans on one stat above the others, so where you put them is effectively the same decision as the class you take at level 10.

Stat Name Matters most to What it does
STR Strength Warrior icon Warrior Drives melee weapon damage and gates most warrior weapons.
DEX Dexterity Bowman icon Bowman Drives bow and crossbow damage, and is the main source of accuracy.
INT Intelligence Magician icon Magician Drives magic damage and MP growth.
LUK Luck Thief icon Thief Drives thief damage and is the main source of avoidability.

HP and MP

Neither HP nor MP is a stat you spend points on. Both grow a fixed amount every level, set by your class and with no random roll, so a warrior pulls ahead on HP from level 1 and a magician pulls ahead on MP.

Class HP per level MP per level
Beginner icon Beginner +16 +12
Warrior icon Warrior +28 +12
Bowman icon Bowman +22 +17
Thief icon Thief +22 +17
Magician icon Magician +16 +22

Taking the first job also grants a one-time bump on top of that, in the hundreds for both pools. See HP and MP for the advancement figures, passive regeneration, and what restores each.

Beginner skills

A Beginner has three skills, each capped at level 3. They stay usable after you advance.

Skill Max level Effect
  Three Snails 3 Throws a snail shell at a distant monster.
  Recovery 3 Recovers HP steadily for 30 seconds.
  Nimble Feet 3 Increases movement speed briefly.

Level 10: choosing a class

At level 10 you become one of the four classic branches by travelling to that branch's hometown and speaking to its instructor. All four advance at level 10, including Magician, which in the original MapleStory advanced at level 8.

Advancement asks only for level 10, and there is no quest for it. Taking the job grants a skill point to spend in the new tree and a one-time bump to both HP and MP.

The choice is permanent, and each branch fights differently, so read the class pages before you commit.

Class Stat Weapons Where to advance Instructor Plays like
Warrior STR swords, axes, blunt weapons, spears, polearms Warriors' Sanctuary,  Perion Dances with Balrog icon Dances with Balrog Melee, the deepest HP pool, the heaviest armor. Walk up and hit.
Magician INT wands, staves Magic Library,  Ellinia Grendel the Really Old icon Grendel the Really Old Ranged spells and elemental damage, at the cost of the thinnest HP and constant MP management.
Bowman DEX bows, crossbows Bowman Instructional School,  Henesys Athena Pierce icon Athena Pierce Physical damage from across the screen, so long as you keep arrows stocked.
Thief LUK daggers, claws Thieves' Hideout,  Kerning City Dark Lord icon Dark Lord Fast and evasive, split between thrown stars and close-range daggers.

What you learn first

Each branch opens with six skills, a mix of one or two attacks plus the passives and buffs that carry you to the second job advancement.

Class First job skills
Warrior icon Warrior       
Power Strike, Slash Blast, Iron Body, Improved HP Recovery, Max HP Increase, Precise Strikes
Magician icon Magician       
Energy Bolt, Magic Claw, Magic Guard, Magic Armor, Improved MP Recovery, Max MP Increase
Bowman icon Bowman       
Arrow Blow, Double Shot, Critical Shot, Focus, Power Knockback, The Eye of Amazon
Thief icon Thief       
Lucky Seven, Double Stab, Dark Sight, Disorder, Keen Eyes, Nimble Body

Each class also has a guide of its own: Warrior guide, Magician guide, Bowman guide and Thief guide.

Levels 10 to 30: Victoria Island

World map of Victoria Island

Victoria Island is the main continent and the bulk of the game at launch: 254 maps of forest, desert, city, jungle and swamp, covering roughly levels 10 to 60. You land at Lith Harbor on the south coast, and everything else is walkable from there.

Six towns anchor the continent. Four hold a class instructor, one is the arrival port, and one sits at the mouth of the island's deepest dungeon.

Town What it is
  Lith Harbor The southern port where the boat from Maple Island arrives, and the first shops you will use.
  Henesys The bright farming town in the middle of the island. Home of the Bowman instructor, the Henesys Market, and the hunting grounds west of town.
  Ellinia A town built through the branches of an enormous forest. Home of the Magician instructor, in the Magic Library.
  Perion A rocky highland settlement of tents and cliffs. Home of the Warrior instructor and of the island's blacksmith.
  Kerning City The urban north-west. Home of the Thief instructor and of the subway down into the sewers and swamps.
  Sleepywood A small forest town with no instructor, sitting at the mouth of the Ant Tunnel and the Sleepy Dungeon. Most characters end up here in their twenties.

One more place is worth knowing early: Florina Beach, a warm-weather map reached from Lith Harbor.

Where to train

The short version of the first thirty levels: pigs and mushrooms around Henesys into the teens, then the Ant Tunnel below Sleepywood through the twenties. A monster pays best when it is close to your own level and dies in a few hits, so keep moving up as you grow.

Monster Level HP EXP
  Slime 6 115 12
  Pig 7 128 13
  Ribbon Pig 10 172 19
  Dark Stump 11 236 21
  Green Mushroom 14 233 26
  Axe Stump 17 371 32
  Stirge 20 296 37
  Jr. Necki 25 765 80
  Horny Mushroom 30 718 74
Main article: Training guide

The Training guide carries this through in five-level brackets, with the best map for each, the maps to avoid, and the class-specific training areas.

Gear

For the first thirty levels the town shops are the whole answer. Each class town sells a ladder of weapons and armor in five-level steps, and buying the next rung as you reach it is enough. Past level 30 the shops stop, and equipment comes from crafting and from monster drops instead.

Each class has a gear guide listing every rung and where it comes from: Warrior, Magician, Bowman and Thief.

Tip: Scrolls permanently add stats to equipment, and every piece has a fixed number of upgrade slots. The Chaos tier destroys the item on nearly half of its failures, so keep it away from gear you care about.

Crafting

Crafting opens to every character at level 10, with no class restriction. It is one of the genuinely new systems in Classic World: the original MapleStory of the 2000s had no player crafting at all.

Six independent professions each have a master NPC, a recipe book, and a track from level 1 to 10, and one character can level all six. Materials come from monster drops, so crafting folds into training rather than competing with it.

Profession Makes Master
Smithing Ingots, helmets, body armor Silas Irons icon Silas Irons, Perion
Weaponcrafting Every weapon class Mr. Thunder icon Mr. Thunder, Perion
Tailoring Cloth, mage robes, hats Francois icon Francois, Ellinia
Woodcrafting Wands, staves, bows, arrows, bolts Vicious icon Vicious, Henesys Market
Leatherworking Leather and hide armor (not yet confirmed)
Arcforge Gems, jewellery, high-end magical equipment (not yet confirmed)

Level 30: the second job advancement

At level 30 each branch splits again, and a character stops being a generalist. Warrior picks between sword-and-axe, sword-and-blunt, or spears; Magician picks an element or the support path; Bowman picks bow or crossbow; and Thief picks thrown stars or daggers.

You start where you started the first time. Go back to the same instructor who gave you your first job, in the same room, and they hand you a letter for a Job Instructor waiting on a nearby field map. Deliver it, pass the trial, and return.

Branch Second jobs Start with Then find the Job Instructor in
Warrior icon Warrior Fighter, Page, Spearman Dances with Balrog icon Dances with Balrog West Rocky Mountain IV
Magician icon Magician Wizard (Fire/Poison), Wizard (Ice/Lightning), Cleric Grendel the Really Old icon Grendel the Really Old The Forest North of Ellinia
Bowman icon Bowman Hunter, Crossbowman Athena Pierce icon Athena Pierce The Road to the Dungeon
Thief icon Thief Assassin, Bandit Dark Lord icon Dark Lord Construction Site North of Kerning City

Trading and the economy

There is no auction house. Player-to-player trade happens in the Free Market, a monster-free zone where players open shops and negotiate in person. Everything that changes hands between players passes through it, which makes it the single most useful room in the game to know about early.

You reach it through a Free Market portal in town rather than by walking: Henesys Market has one, and so does Perion. Coming back out returns you to the town you entered from.

Mesos come from monster drops, from selling unwanted equipment back to town shops, and from quests. See Mesos for the currency and Shops for who buys what.

What comes after launch

Watch out: The content in this section is confirmed and was playable in the second Closed Online Test, but it is not in the game at Grand Launch on October 21, 2026. Nexon has said it will be reworked and introduced gradually, with no date given.

Ossyria is the second continent, reached by ferry from Ellinia to the sky city of Orbis, with the mountain town of El Nath at the foot of the fifteen-floor Orbis Tower. Its hunting grounds run from around level 26 to level 90, and El Nath is where the 3rd job advancement takes place for all ten specialisations.

The further Ossyria regions of the original game (Ludibrium, Aqua Road and Leafre) and the 4th job advancement have never appeared in a test build at all. See Differences from MapleStory for the current state of every claim.

Coming from the original MapleStory

Classic World is a new release that recreates the pre-Big Bang game rather than a re-hosting of it, so the shape is familiar and a number of specifics are not. The differences that catch a returning player first:

  • Magician advances at level 10, not level 8. All four branches now share the same requirement.
  • Crafting exists, is open to everyone from level 10, and has six professions. The original game had no player crafting during the classic era.
  • Ossyria is not at launch. Orbis, El Nath and the 3rd job advancement are held back for rework, so the game at launch ends on Victoria Island.

Differences from MapleStory tracks each of these with its source and a confidence rating, and separates what has been confirmed from what is still rumored.

See also